Age | Commit message (Collapse) | Author |
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Only render sequencer when there are non-audio strips on the timeline.
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actually be implemented simpler now.
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Made Shadow only materials render as completely transparent when there are no
shadow casting lamps - more logical than solid black.
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Disable atmosphere when the sun lamp direction is below the horizon. This
feature needs a re-code...
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in a virtual machine, maybe that has some different threading behavior.
Also should fix a problem with displaying render passes and multiple slots.
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* Some cases of struct name being set where it shouldnt have been.
* Spelling: wich --> which
* Copy and initialize uv modifier scale, remove unneeded enum.
* Ability to pin any object into the context.
* Update uv window while transforming (useful when used with UVProject modifier)
* Patch by Wahooney, so new template's are internal text and dont get saved over
by mistake.
* Fix for https://bugzilla.redhat.com/show_bug.cgi?id=572186
Bug 572186 - [abrt] crash in blender-2.49b-5.fc12: Process
/usr/bin/blender.bin was killed by signal 6 (SIGABRT). Original fix submitted
by Jochen Schmitt.
* [#21816] bpy.data.add_image has stopped working on Windows. moved to
bpy.data.images.load(), missed this call.
(commits 27726,27825,27828,27831,27832,27833,27834,27836,27837,27838,27839,27858 by Campbell from render25 branch)
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mask, also avoid making vertex groups if they will not be filled.
* Add back image pin option in image editor header.
* Fix deep shadow not respecting Cast Buffer Shadows option.
* Tangent space normal map baking should work again now.
* Fix a problem with particle duplis, due to own bugfix for #20350,
the problem for that seems to be in dupliverts, not particles.
* Fix external multires data link getting lost on exiting editmode.
(commits 27776,27777,27830,27840,27841,27862 by Brecht from render25 branch)
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if compositing, sequencer, fields, etc should be rendered, or if the
render does that itself. The weak point is that this only applies to
rendering, so if you open the compositor, it will still run on the
rendered result. Enabled by default, set to False to disable.
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default, set RenderEngine property bl_preview = True to enable it.
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has a fix that hopefully solves the problem on mac/win. Also fixes #21322,
render slots not working well with FSA.
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(commit 27745 by Brecht from render25 branch)
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Linear/gamma issues weren't really considered in baking yet.
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FSA. use Env instead.
(commit 27536 by Campbell from render25 branch)
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was disabled.
(commit 27512 by Campbell from render25 branch)
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* Viewer node could free image while it is being redrawn, viewer image
buffers now need acquire/release to be accessed as was already the
case for render results.
* The Composite node could free the image buffers outside of a lock,
also causing simultaneous redraw to crash.
* Especially on Windows, re-rendering could crash when drawing an image
that was freed. When RE_RenderInProgress was true it would access the
image buffer and simply return it while it could still contain a pointer
to a render result buffer that was already freed. I don't understand
why this case was there in the first place, so I've removed it.
Possibly fixes bugs #20174, #21418, #21391, #21394.
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working yet, now layer is passed along to render engine, changes quite
a few files because simple swapping trick no longer works with threading.
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because the mipmap was not being refreshed. Also this will be problematic
to support when I add tile/mipmap cache, so would not rather not try to.
Can be added back afterwards if someone wants to make it work.
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radiosity code.
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in compositor and outliner yet.
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* Fixed up RNA and UI
* Brought back 'Save' and 'Clear' operators (in the little triangle menu in
environment map properties)
* While I was at it, noticed that environment maps were only using 8bit
colour, changed it to use full 32bit float instead for proper HDR colour etc,
so environment map reflections have the correct colour range
--> http://mke3.net/blender/devel/2.5/env_hdr.jpg
This fixes [#20904] Environment Map does not render; also missing panel
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'BLI_makestringcode' --> 'BLI_path_rel'
'BLI_convertstringcwd' --> 'BLI_path_cwd'
'BLI_convertstringframe' --> 'BLI_path_frame'
'BLI_convertstringframe_range' --> 'BLI_path_frame_range'
'BLI_make_cwdpath' --> 'BLI_path_cwd'
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max number of threads caused Blender to run out of stack space,
now just does dynamic allocation.
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disabled for realtime displaying but enabled for rendering.
- Calculate tex space for curves before modifiers applying.
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test.
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Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
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use for getting the render matrix of a camera (view plane, winmat, clipstart/end) without rendering.
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when sculpting and using it from material nodes.
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it myself, there will still be render slots just old implementation.
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image code, this should be clearer and makes reusing the Render struct later
on easier.
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* Remove the manual OSA method but rather pass on derivatives to the
textures. This means that at the moment e.g. the bricks node is not
antialiased, but that image textures are now using mipmaps. Doing
oversampling on the whole nodetree is convenient but it is really
the individual textures that can do filtering best and quickest.
* Image textures in a texture node tree were not color corrected and
did not support 2d mapping, now it's passing along shadeinput to
make this possible. Would like to avoid this but not sure how.
* Fix preview not filling in all pixels when scaling or rotating in
the texture nodes.
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is problematic here with coordinates being transform by matrix and back by
inverse, so tweaked the epsilons to avoid the problem.
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image sample code. I've added a dumb clamping now of dxt/dyt, probably
could use a smarter solution but it's not likely to be noticeable.
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Fix #21033: AO + onlyshadow problem. Reverting to the old behavior which
I don't really understand, but at least it's compatible.
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shadow when using approximate AO, separate from "Traceable".
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Implementation note: this was done by giving each Render a slot number,
and for every slot a new Render will be created. Not sure if this is
ideal, but it ensures that all passes, render info, etc are separate so
you can also compare render layers and passes, in 2.4x only whatever it
was currently displaying was backed up.
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* Bugfix, rasterization was shifted half a pixel.
* Remove scaling of bias by render size, there is something to be
said for doing to compensate for lower shadow buffer xy resolution,
however the z-resolution does not change and this seems to have a
larger effect.
* Remove clamping of filter size by soft factor. Now it is clamped to
1 pixel instead to ensure there is some AA. Why this was done this
way is not clear to me, however on decreasing shadow buffer resolution
this would change the softness by increasing the filter size.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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Disables save buffers and full sample when render border is turned on (render doesn't work otherwise because save buffers doesn't support border rendering).
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